"Ole Frosty-Fins is wha' crawled ashore afta' "the ancient cold magic o' the silent depths o' the Steaming Sea" got ta share bunk with "the revolutionary booming technology o' the fiery Mana Wastes". Damn freak bred by some unholy 'liance o' cold-blooded shark people witches an' crazy 'hot-'eaded landlubber inventors I tell ya, with contrasts plenty an' stark 'nough ta make Nethys cry with envy... Ugly as sin an' voice like a croc who's 'ad a gallon o' bad rum, but the gal's got a mind sharper than a shark's tooth an' hands quicker than a whore in Absalom - an' she's got four of 'em!
Yep, could've made it big an' ruled the seas hadn't her heart been so bloody soft!" - Captain Bordinius "Twelve-Toes" Riddhorne, "Inner Sea Privateer", about his old friend of Gilda Fengonir.
All following values while in Broken Blade Stance, using arcane pool for +2 enhancement to bonded weapon, and under the effects of overland flight, haste and reduce person.
Half-Sahuagin Eldritch Archer Magus 6, Myrmidon Trench Fighter 3, Privateer Warlord 1, Bladecaster 5
NG Small female humanoid (aquatic, crossblood, human)
Initiative +16;
Senses low-light vision, scent; Perception +29
DEFENSE
AC 35, touch 23, flat-footed 25 (9 armor, 3 shield, 9 dex, 2 deflection, 1 dodge, 1 size)
HP 112 (10+6d8+8d10 hit dice, 30 con, 1 favored class)
Fort +21,
Ref +20,
Will +18; +2 to Will vs compulsion and fear
Defensive Abilities arcane steel (casting grants THP = 2 x spell level), constant
endure elements (Ex), unbreakable (spend 1 grit as immediate for +4 to one save);
Resist cold 5
OFFENSE
Speed 40 ft., fly 90 ft., swim 60 ft.
Ranged spellstrike w. Deadly Aim:
doomfrost +18/+18/+18/+18/+18/+13/+8 (1d6+23 plus 2d6 vs evil and 1d6 cold),
demon-chiller +16/+16 (1d6+21 plus miserable) and
trusty +16 (1d6+21)
Machine gunning! :smalltongue:
Space 5 ft.,
Reach 5 ft.
Attack Abilities and Special Attacks arcane ruin (foe damaged by strike take -2 AC and saves vs spells until maneuver recovery), battlecaster's strike 5/day (cast touch as swift against target of strike), ranged spell combat, ranged spellstrike, sea combat (melee with pistols, pistols treated as light weapons, reload w/o free hand or provoking), Steaming Sea surge 3/day (free action at start of turn, all damage dealt during 1 round changed to cold)
Animus 2 at combat start, +1 per round, +1 per round in which maneuver was used, max 2 per maneuver
Arcane Pool 9/day
Grit 6 at start of day and max, +1 per crit or kill with firearm
Deeds deadeye, man of action, ready for trouble, ricochet shot, utility trick
These are only the deeds not fully accounted for elsewhere.
Myrmidon/Bladecaster Stances and Readied Maneuvers IL 13, 7 known (Broken Blade, Elemental Flux, Glacial Frost, Riven Hourglass, Tempest Gale)
Stances Dancing Winds Stance
TG5, Sniper’s Eye Stance
TG1, Stance of Arcane Steel
3
Boosts Shatter Resistance
EF6
Counters Beat the Clock
RH7, Temporal Body Adjustment
RH4
Strikes Elemental Vortex
EF5
Glacial Frost (from PoW:E) is the cold-based version of Solar Wind.
Warlord Stances and Readied Maneuvers IL 7, 6 known (Broken Blade, Glacial Frost, Riven Hourglass, Tempest Gale)
Stances Broken Blade Stance
BB3
Boosts Iron Knuckle
BB4, Searing Break
GF4
Counters Deflecting Shot
TG2
Strikes Dazzling Solar Flare
GF3
Maneuver Recovery
Myrmidon full-round: recover 5, each attack vs Gilda grant AoO and 5-foot step
Used if out of maneuvers and no foe can be attacked, so hopefully not in combat.
Privateer full-round: recover 2, check to demoralize all opponents within 30 ft.
No, don't think so. Listed only for completeness sake.
Daring Gambit swift: perform pinhole gambit, allies within 30 ft. recover 1 on success
Go-to method: swift, class independent and allows everyone to recover.
Heroic Recovery swift: spend 1 grit to recover 1 maneuver
Secondary method, used if pinhole gambit isn't an option or seems likely to fail.
Arcane Recovery free: expend prepared spell to recover maneuver of up to same level and gain +2 CL to next spell cast within 1 min.
Rarely worth the cost, but a free action recover (even of a maneuver used in same turn) and CL boost can be exactly what the doctor ordered vs truly bad-ass BBEGs (or would that be "BTBAEGs"? :smallconfused:).
Magus Spells Prepared CL 15 (spells/day as 14th level magus), concentration +21
5th—
corrosive consumption, overland flight, wall of force
4th—
dimension door, named bullet (2), pyrotechnic eruption, ward shield
3rd—
dispel magic, displacement, irradiate, sleet storm, vampiric touch
2nd—
defending bone, glitterdust, frigid touch (2), invisibility (2)
1st—
abundant ammunition (2), snowball (4), true skill
0th (at will)—
detect magic, light, mage hand, prestidigitation, ray of frost
STATISTICS
Ability Scores 20 point-buy
Str 7 7 base, 2 enhancement, -2 size
Dex 28 16 base, 2 race, 2 level, 6 enhancement, 2 size
Con 14 12 base, 2 enhancement
Int 20 15 base, 1 level, 4 enhancement
Wis 18 14 base, 2 race, 2 enhancement
Primary initiation modifier. Seems there are no good ways to combine Int-based initiating with firearms.
Cha 8 10 base, -2 race
Yeah, she's about as MAD as Alfred E. Neuman. Especially her Con suffers for it, but thanks to her good Fort progression, not being on the frontline and having several good defensive abilities I think she'll manage. And at least her relatively high Wis also improves her otherwise rather mediocre Will.
Class and Feat Progression The order of the feats should be reasonable and not require retraining, but doesn't otherwise matter.
1 Fighter 1: Combat Reflexes
B, Deadly Aim
B, Precise Point-Blank Shot
Precise Shot and Point-Blank Shot is house ruled into one feat.
2 Magus 1: -
3 Magus 2: Combat Casting
This is unfortunately a requirement for bladecaster.
4 Magus 3: -
5 Magus 4: Improved Counterspell
This is unfortunately a requirement for bladecaster.
6 Magus 5:
Tap AnimusB
7 Fighter 2:
Elemental Focus (water)
8 Fighter 3: -
Dex to damage with guns, and it's compatible with the myrmidon archetype. Thank you DSP!
9 Bladecaster 1: Rapid Shot
Bladecaster is weak compared to the Battle Templar and Awakened Blade, but the only PrC for arcane and initiating progression.
10 Bladecaster 2: -
11 Bladecaster 3: Weapon Group Adaptation (firearms)
Broken Blade Stance with multiple guns? Hell yeah!
12 Bladecaster 4: -
13 Warlord 1: Amateur Gunslinger
B, Rapid Reload (pistol), Gunsmithing
B, Ricochet Shot Deed
B
14 Bladecaster 5: -
15 Magus 6: Multiweapon Fighting
This final level of Magus is taken late in order to increase choices for Spell Blending.
Familiar: Alertness
Incandescent Blue Sphere in wayfinder: Blind-Fight
Lord of the Wheel:
Lurker in Darkness
The reason for going warlord privateer rather than stalker privateer, despite a good Wis and a bad Cha, is the huge pile of gun related stuff which can be gained with a mere 1-level dip. Besides the bonus gun feats listed here, the warlord version also grants Gilda the very useful Sea Combat ploy and her main maneuver recovery method. As a comparison, no less than seven levels of stalker privateer would've been needed to gain the three ploys Gilda now gets through her one-level dip. I don't think a single level of any other class grants even remotely as much to a gun wielder.
Miscellaneous
Skills Acrobatics +13, Disable Device +29, Fly +30, Knowledge (arcane, planes) +23, Knowledge (dungeoneering, history) +9, Perception +29, Sense Motive +26, Sleight of Hand +34, Spellcraft +23, Stealth +33, Swim +21, Use Magic Device +17
The boosted SoH is primarily because Tempest Gale maneuvers make heavy use of it. A few skill points still remain to be placed.
Languages Abyssal, Aklo, Aquan, Common, Elven, Giant, Goblin, Halfling, Undercommon
Magus Arcana Familiar (Bertus, compsognathus), Spell Blending (
abundant ammunition, named bullet);
SQ Amphibious
Alternate Racial Traits Four-Armed Freak;
Traits Magic Knack, Practiced Initiator
Martial Traditions Acolytes of the Arrow, Lords of the Wheel;
Spellcaster Guild Cold Cave Laboratories
Guild designed by the GM, prestige points grants the cold resistance and the Steaming Sea surge ability.
Gear doomfrost (+1 greater reliable holy frost pistol, bonded item),
demon-chiller (+1 greater reliable miserable (evil outsiders) pistol),
trusty (+1 greater reliable pistol), mithral celestial armor of +2 deflection and +5 resistance, +2 buckler, beneficial monkey belt (+6 dex, +2 str, con), buffering cap of the cool mind (+4 int, +2 wis), eyes of the eagle, deft gloves (+5 sleight of hand), scarf of manipulation (+7 use magic device, worn by Bertus), steelwalker's boots, familiar satchel, muleback cords, power charm of the empowered on bracelet of charms, cracked incandescent blue sphere in wayfinder, mwk thieves' tools, gunsmith's kit, pearls of power (two 1st level, two 2nd level, one 3rd level), lesser intensified metamagic rod (2), lesser rime metamagic rod, wands of
contingent action (10 charges, carried by Bertus),
haste (carried by Bertus),
mirror image and
reduce person (carried by Bertus), dweomer's essence (2), oil of silence (6), myrrh (25 castings), urea (100 castings), alchemical cartridges (200), 1,350 gp
The game uses the Steelforge item rules, i.e. tax-free stacking of big six and skill competence bonuses onto any slotted item. The GM gave me an extra 60 grand (25% of WBL due to bonded item and crafting feats of allies) on the condition that the market price of my bonded gun would be at least equal to this amount.